Cineversity Tutorials/search/tutorials
eninfo@cineversity.comCopyright 20182018-02-21T11:00:33+00:00CV-C4D to UE4: Overviewhttp://www.cineversity.com/vidplaytut/cv-c4d_to_ue4_overview/
http://www.cineversity.com/vidplaytut/cv-c4d_to_ue4_overview/#When:11:00:33ZWith these two plugins installed you can easily transfer your Cinema 4D scenes to Unreal Engine 4, with the click of a button, straight from within Cinema 4D. You can even Cut and Paste objects from C4D to UE4. The process supports models and materials. Transforms (axes) and and Phong tags are exported correctly as well.
CV-C4D to UE4 is especially useful for iterative workflows. There’s no need to convert your models before export - the plugin converts everything to polygon objects during export allowing you to maintain parametric objects, generators, etc. When re-exporting later, the plugin checks for already exported models/materials and updates them.None, General 3D, Integration, Materials/Texturing, Modeling, Resource, English2018-02-21T11:00:33+00:00CV-C4D to UE4: Download and Installationhttp://www.cineversity.com/vidplaytut/cv-c4d_to_ue4_download_and_installation/
http://www.cineversity.com/vidplaytut/cv-c4d_to_ue4_download_and_installation/#When:10:55:25ZTo Install CV-C4D to UE4 into Cinema 4D:
You will need to download the .zip folder from Cineversity by clicking the “Files” button above. You will then need to extract the plugin before placing it in your plugins folder.
When you’re inside Cinema 4D, Go to Edit > Preferences > Open Preferences Folder. This will take you to your Cinema 4D Preference folder.
Navigate to the Plugins folder and put the CV-C4D to UE4 Plugin in this folder.
If you already have C4D open, you will have to restart the program before you will see the plugin appear.
To Install CV-C4D to UE4 into Unreal Engine 4:
You will need to download the .zip folder from Cineversity by clicking the “Files” button above. You will then need to extract the plugin before placing it in your plugins folder.
Go to your Unreal Engine Installation Folder on your PC or Mac.
Go to the file called ‘Engine’ which will contain your Plugins folder. Put the CV-C4D to UE4 Plugin in the Plugins folder.
Open Unreal Engine and make sure CV-C4D to UE4 is enabled in the plugins menu and restart Unreal Engine.None, General 3D, Integration, Materials/Texturing, Modeling, Resource, English2018-02-21T10:55:25+00:00Modeling in Cinema 4D: Modeling a Threaded Nuthttp://www.cineversity.com/vidplaytut/modeling_in_cinema_4d_modeling_a_threaded_nut/
http://www.cineversity.com/vidplaytut/modeling_in_cinema_4d_modeling_a_threaded_nut/#When:11:00:12ZWe will do this as fast as possible, using Cinema 4D.
The modeling of the Nut body will be predominantly done using Booleans and Primitives, and the thread will be constructed using a Procedural Helix Spline and a Sweep Generator.
For reference, please use the link below:
Wikipedia: Nut (hardware) ImageMoGraph, General 3D, Modeling, Project-Based, English2018-02-14T11:00:12+00:00Modeling in Cinema 4D: Setting Up a Seamless Studio with Image Based Lightinghttp://www.cineversity.com/vidplaytut/modeling_in_cinema_4d_setting_up_a_seamless_studio_image_based_lighting/
http://www.cineversity.com/vidplaytut/modeling_in_cinema_4d_setting_up_a_seamless_studio_image_based_lighting/#When:10:55:26ZIn the process, we will use an image from the Content Browser for the overall lighting and environment reflections.
For an overview on how to use the Cinema 4D Content Browser, please watch the video in this link:
Quickly Find Presets in the Cinema 4D Content BrowserMoGraph, General 3D, Modeling, Project-Based, English2018-02-14T10:55:26+00:00Modeling in Cinema 4D: Creating a Weathered Metal Texture for the Nuthttp://www.cineversity.com/vidplaytut/modeling_in_cinema_4d_creating_a_weathered_metal_texture_for_the_nut/
http://www.cineversity.com/vidplaytut/modeling_in_cinema_4d_creating_a_weathered_metal_texture_for_the_nut/#When:10:50:38ZWe will use procedural Noises to add wear and tear, and a bit of rust. Also we will use the ‘Thin Film’ shader to make the Nut seem slightly oily. In the process, we will use Progressive Rendering and the Interactive Render Region, to get fast and accurate feedback for our material look.MoGraph, General 3D, Modeling, Project-Based, English2018-02-14T10:50:38+00:00Modeling Quick Tip: Why is the Axis of my Round Object Off Centerhttp://www.cineversity.com/vidplaytut/modeling_quick_tip_why_is_the_axis_of_my_round_object_off_center/
http://www.cineversity.com/vidplaytut/modeling_quick_tip_why_is_the_axis_of_my_round_object_off_center/#When:11:00:27ZWhen modeling objects with rotational symmetries, for example cylindrical objects, pyramids, cones e.t.c, that have an odd number of sides, a common occurrence is to find out, rather late in the project, that the original symmetry has been broken and the object develops an “oblique” shape.None, General 3D, Modeling, Project-Based, English2018-02-12T11:00:27+00:00An Artist’s Guide to All Deformers: The Explosion Deformerhttp://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_explosion_deformer/
http://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_explosion_deformer/#When:11:00:38ZThis video shows how to blow up a speaker with the Explosion deformer: first checking the polygon structure of the speaker for how it will break apart, then changing the epicenter, and the Strength, Speed/Angle Speed, and Randomness, and animating the Strength for a classic explosion.MoGraph, General 3D, Animation, Interface, Reference-Based, English2018-02-07T11:00:38+00:00An Artist’s Guide to All Deformers: The Explosion FX Deformerhttp://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_explosion_fx_deformer/
http://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_explosion_fx_deformer/#When:10:55:41ZThis video shows how to blow up a soda can with the Explosion FX deformer. The polygon structure determines how the can will break apart so you can use the Plane tool to cut random edges to make shards. Then animate the explosion’s Time, and set its Strength, Blast Range, and Direction. Lowering Blast Time creates a slow-motion effect. Clusters are defined by their Thickness, Density, and Type, which is the size of the polygon chunks. Zero gravity and slow Rotation Speed help to add to the slow-motion look.MoGraph, General 3D, Animation, Interface, Reference-Based, English2018-02-07T10:55:41+00:00An Artist’s Guide to All Deformers: The Shatter Deformerhttp://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_shatter_deformer/
http://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_shatter_deformer/#When:10:50:43ZThis video shows how to apply the Shatter deformer to a statue to create disintegration or breaking effects. The polygon structure determines how the statue will break apart so you can use the Polygon Reduction tool to create larger polygons. The Strength attribute is the main one, and you can key it to animate the effect.&nbsp; Randomness and the End Size also change the polygon movement and look.MoGraph, General 3D, Animation, Interface, Reference-Based, English2018-02-07T10:50:43+00:00Retiming with the Region Toolhttp://www.cineversity.com/vidplaytut/retiming_with_the_region_tool/
http://www.cineversity.com/vidplaytut/retiming_with_the_region_tool/#When:10:59:59ZSee how both the region tool and traditional keyframe selection/scaling affects the relative tangent lengths of your animation. You will also see what the modifier keys ‘alt,’ ‘ctrl,’ and ‘shift’ do when interacting with the region tool.None, General 3D, Animation, Project-Based, English2018-02-05T10:59:59+00:00Creating Variations of Scenes with Takes: Series Introductionhttp://www.cineversity.com/vidplaytut/creating_varitions_of_scenes_with_takes_series_introduction/
http://www.cineversity.com/vidplaytut/creating_varitions_of_scenes_with_takes_series_introduction/#When:11:00:45ZTakes allow a user to store endless variations of their scene in a single file. The possibilities of what you can use takes for is endless, but in this series we’ll focus on using takes to store all of our different studio setups and design variations in a single file. This will show you the basics of what you can do with takes and perhaps you’ll find a place in your workflow that can be streamlined by adopting the take system
We’ll start with quick a primer on the take system, after that we’ll set up 4 takes in our wine bottle and box scene. Then I’ll discuss relative paths and using take render tokens which will enable our output file paths to automatically change with our takes. We’ll mark our takes and render a set of images to see how the system works in this basic setup. After that, we’ll set up up a more complex take configuration that also makes it possible for us to store multiple product variations in this one file. Takes is a powerful tool that can greatly enhance your workflow, I hope this brief overview entices you to click over to the takes tab and try it out.None, General 3D, Illustration, Rendering, Project-Based, English2018-01-31T11:00:45+00:00Creating Variations of Scenes with Takes: Using the Takes Systemhttp://www.cineversity.com/vidplaytut/creating_varitions_of_scenes_with_takes_using_the_takes_system/
http://www.cineversity.com/vidplaytut/creating_varitions_of_scenes_with_takes_using_the_takes_system/#When:10:55:50ZIn this video we’ll introduce the Take system. We’ll begin with a quick overview using the cinema help file example scene and then finish by creating 4 takes in our wine bottle and box scene. After setup, the Take system will allow us to switch between multiple setups in the same scene with a single click.None, General 3D, Illustration, Rendering, Project-Based, English2018-01-31T10:55:50+00:00Creating Variations of Scenes with Takes: Using Relative Paths &amp; Render Tokens with Takeshttp://www.cineversity.com/vidplaytut/creating_varitions_of_scenes_with_takes_using_relative_paths_render_tokens/
http://www.cineversity.com/vidplaytut/creating_varitions_of_scenes_with_takes_using_relative_paths_render_tokens/#When:10:50:56ZIn this video we’ll add the “take” render token to our file path so each file that is rendered gets a descriptive name based on the take that was used to render it. We’ll also discuss and implement relative file paths into the render settings.None, General 3D, Illustration, Rendering, Project-Based, English2018-01-31T10:50:56+00:00Creating Variations of Scenes with Takes: Marking and Rendering Takeshttp://www.cineversity.com/vidplaytut/creating_varitions_of_scenes_with_takes_marking_and_rendering_takes/
http://www.cineversity.com/vidplaytut/creating_varitions_of_scenes_with_takes_marking_and_rendering_takes/#When:10:45:03ZIn this video we’ll mark the takes that we want to render and look at the different options have for rendering them. We’ll render a set, and then we’ll make a revision as if it came down from the client. After making the change and saving a new version of the file we’ll render another set of images to demonstrate how nicely our system works after it’s all set up.None, General 3D, Illustration, Rendering, Project-Based, English2018-01-31T10:45:03+00:00Creating Variations of Scenes with Takes: Product Variations with Takeshttp://www.cineversity.com/vidplaytut/creating_varitions_of_scenes_with_takes_product_variations_with_takes/
http://www.cineversity.com/vidplaytut/creating_varitions_of_scenes_with_takes_product_variations_with_takes/#When:10:40:08ZIn this video we’ll use child takes to store multiple product variations in the same file. This will give you the option of going back and forth or mixing and matching product variations without having to manage multiple files.None, General 3D, Illustration, Rendering, Project-Based, English2018-01-31T10:40:08+00:00Design it with Cineware: Model a Coffee Mug in Cinema 4Dhttp://www.cineversity.com/vidplaytut/design_it_with_cineware_model_coffee_mug_in_c4d/
http://www.cineversity.com/vidplaytut/design_it_with_cineware_model_coffee_mug_in_c4d/#When:11:00:01ZIn this video you’ll learn how to model a basic coffee mug using Cinema 4D’s polygon modeling tools. You’ll learn how to extrude, loop cut and bridge polygons from a cylinder to form the mug shape. The subdivision surface (SDS) object smooths out the rough mesh.C4D Lite, Adobe Illustrator, General 3D, Materials/Texturing, Modeling, Project-Based, English2018-01-24T11:00:01+00:00Design it with Cineware: Prepare a Coffee Mug for Texturing within Cineware for Illustratorhttp://www.cineversity.com/vidplaytut/design_it_with_cineware_prepare_a_coffee_mug_for_texturing_within_cineware_/
http://www.cineversity.com/vidplaytut/design_it_with_cineware_prepare_a_coffee_mug_for_texturing_within_cineware_/#When:10:55:06ZLearn how to create a basic glossy material in Cinema 4D using reflectance and fresnel. To apply artwork to the mug, we’ll use a selection set and cylindrical projection. You’ll see how to size and align the projection to fit the model.C4D Lite, Adobe Illustrator, General 3D, Materials/Texturing, Modeling, Project-Based, English2018-01-24T10:55:06+00:00Design it with Cineware: Create a Cineware for Illustrator Template from a Cinema 4D Filehttp://www.cineversity.com/vidplaytut/design_it_with_cineware_create_cineware_illustrator_template_from_c4d_file/
http://www.cineversity.com/vidplaytut/design_it_with_cineware_create_cineware_illustrator_template_from_c4d_file/#When:10:50:09ZCineware for Illustrator is a free plugin that allows you to create label artwork and generate rendered previews directly within Adobe Illustrator. In this video, we’ll prepare a Cineware template using our coffee mug.C4D Lite, Adobe Illustrator, General 3D, Materials/Texturing, Modeling, Project-Based, English2018-01-24T10:50:09+00:00Product Design Strategies: Modeling a Bottle Screw Caphttp://www.cineversity.com/vidplaytut/product_design_strategies_modeling_a_bottle_screw_cap/
http://www.cineversity.com/vidplaytut/product_design_strategies_modeling_a_bottle_screw_cap/#When:11:00:58ZUsing two Helix Splines, the Loft Generator and a handful of modeling tools, you’ll be able to model a screw cap in a few minutes, while keeping the geometry clean, and except for two triangles, all other polygons are quads.
For a detailed reference of the Loft Generator, please watch the Loft Generator Demystified mini series.MoGraph, General 3D, Motion Graphics, Modeling, Project-Based, English2018-01-22T11:00:58+00:00Design it with Cineware: Add Adobe Illustrator Artwork to 3D Objects with Cineware for Illustratorhttp://www.cineversity.com/vidplaytut/design_it_with_cineware_add_illustrator_artwork_to_3d_objects_with_cineware/
http://www.cineversity.com/vidplaytut/design_it_with_cineware_add_illustrator_artwork_to_3d_objects_with_cineware/#When:11:00:08ZWith the free Cineware for Illustrator plugin, you can import 3D models into Adobe Illustrator and add 2D artwork as label textures. In this tutorial you’ll learn how import C4D files into Adobe Illustrator and how to find and use Cineware for Illustrator templates. Create outstanding, photoreal product packaging visualizations by applying Illustrator label artwork directly on to 3D models.&nbsp;C4D Lite, Adobe Illustrator, General 3D, Illustration, Integration, Materials/Texturing, Modeling, Project-Based, English2018-01-17T11:00:08+00:00Fast and Fun 3D: Impossible Balancing Shapeshttp://www.cineversity.com/vidplaytut/fast_and_fun_3d_impossible_balancing_shapes/
http://www.cineversity.com/vidplaytut/fast_and_fun_3d_impossible_balancing_shapes/#When:11:00:37ZTo follow along, you’ll need a copy of Cinema 4D. If you have Adobe Creative Cloud, you already have a copy of Cinema 4D Lite included with Adobe After Effects. Otherwise, you can download a free Demo Version.
In this video, Donovan Keith shows you how to create graphic 3D elements that you can layer into your 2D compositions. You’ll start by modeling precariously balancing blocks. Then you’ll develop a harmonious color scheme and apply it to your blocks. Next you’ll create some lights, and add some effects to sweeten your image.
How you combine this 3D element into your 2D compositions is up to you, but with some simple photographic textures and some time in photoshop, you can create some really fun designs with these 3D elements.C4D Lite, General 3D, Motion Graphics, Animation, Project-Based, English2018-01-15T11:00:37+00:00An Artist’s Guide to All Deformers: The FDD - Free Form Deformationhttp://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_fdd_-_free_form_deformation/
http://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_fdd_-_free_form_deformation/#When:11:00:03ZThis video shows how to apply the FFD deformer to an object, select and move points on the FFD to deform that object, resize and move the deformer to alter its effect, and move an object through an FFD for other types of animations.MoGraph, General 3D, Motion Graphics, Animation, Interface, Reference-Based, English2018-01-10T11:00:03+00:00An Artist’s Guide to All Deformers: The Mesh Deformerhttp://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_mesh_deformer/
http://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_mesh_deformer/#When:10:55:42ZThis video shows how to apply the Mesh deformer to a high-res polygon object, create a low-res poly object as the cage, then select and move points on the cage to deform the high-res object. It also shows how to use the Mesh deformer with Soft Body dynamics to get faster calculations.
Special thanks to EJ Hassenfratz of eyedesyn.com for use of his video.MoGraph, General 3D, Motion Graphics, Animation, Interface, Reference-Based, English2018-01-10T10:55:42+00:00An Artist’s Guide to All Deformers: The Squash &amp; Stretch Deformerhttp://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_squash_stretch_deformer/
http://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_squash_stretch_deformer/#When:10:50:51ZThis video shows how to apply the Squash and Stretch deformer to an object, and then set its Factor and move its center to the bottom to make the object stretch up from there. This video also covers the Aspect, Expand, Smooth Start/End, and Curvature attributes to alter the Squash and Stretch effect.MoGraph, General 3D, Motion Graphics, Animation, Interface, Reference-Based, English2018-01-10T10:50:51+00:00An Artist’s Guide to All Deformers: The Melt Deformerhttp://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_melt_deformer/
http://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_melt_deformer/#When:10:45:56ZThis video shows how to apply the Melt deformer to an object, and apply a vertex map and Restriction tag to restrict the effect of the melting, then animate the Strength attribute and add a subdivision surface.MoGraph, General 3D, Motion Graphics, Animation, Interface, Reference-Based, English2018-01-10T10:45:56+00:00Procedural Asset Creation inside Cinema 4D: Introductionhttp://www.cineversity.com/vidplaytut/procedural_asset_creation_inside_cinema_4d_introduction/
http://www.cineversity.com/vidplaytut/procedural_asset_creation_inside_cinema_4d_introduction/#When:10:58:59ZIn this series, we will learn the thought process and workflow, which will allow us to create a reusable, parametric 3D asset, by first modelling it manually, and then finding a set of generalized rules, that will assist us in rebuilding that static 3D model, into a polymorphous tool.
The end product, will be a fully parametric 3D model, that can generate different iterations of the same type of object, by changing a handful of parameters.MoGraph, General 3D, Lighting, Materials/Texturing, Modeling, Project-Based, English2018-01-03T10:58:59+00:00Procedural Asset Creation inside Cinema 4D: Modeling a Bottle with a Round Neck and a 3 Sided Bodyhttp://www.cineversity.com/vidplaytut/procedural_asset_creation_inside_cinema_4d_modeling_a_bottle_with_a_round_n/
http://www.cineversity.com/vidplaytut/procedural_asset_creation_inside_cinema_4d_modeling_a_bottle_with_a_round_n/#When:10:55:00ZIn this video we will create a 3D model of a bottle with a round neck attached to a body with 3 sides, using traditional polygon modelling and the Subdivision Surface Generator.
This is the first of two videos, where the modelling is done as a means to establish some rules about the nature of the 3D object, and will serve as a guide to building the Procedural one.MoGraph, General 3D, Lighting, Materials/Texturing, Modeling, Project-Based, English2018-01-03T10:55:00+00:00Procedural Asset Creation inside Cinema 4D: Modeling Bottles with 4 and 5 Sideshttp://www.cineversity.com/vidplaytut/procedural_asset_creation_inside_cinema_4d_modeling_bottles_4_5_sides/
http://www.cineversity.com/vidplaytut/procedural_asset_creation_inside_cinema_4d_modeling_bottles_4_5_sides/#When:10:50:55ZAlthough we seem to have established a workflow that will allow us to make N-Sided bottles, we still need to make sure we understand these steps, if we are going to use them to create a procedural version.
This is the second video that will provide us with information about how a procedural N-Sided Bottle could be created.MoGraph, General 3D, Lighting, Materials/Texturing, Modeling, Project-Based, English2018-01-03T10:50:55+00:00Procedural Asset Creation inside Cinema 4D: Procedural Bottle with a Round Neck and a 3 Sided Bodyhttp://www.cineversity.com/vidplaytut/procedural_asset_creation_inside_cinema_4d_modeling_procedural_bottle_3/
http://www.cineversity.com/vidplaytut/procedural_asset_creation_inside_cinema_4d_modeling_procedural_bottle_3/#When:10:45:09ZIn this video we will reproduce the original 3 sided bottle by using the Loft Generator in a semi procedural manner.
For a detailed description of how the Loft Generator works, I have made a separate tutorial series. Which is Available here: Loft Generator DemystifiedMoGraph, General 3D, Lighting, Materials/Texturing, Modeling, Project-Based, English2018-01-03T10:45:09+00:00Procedural Asset Creation inside Cinema 4D: Adapting the Procedural Bottle to N-Sideshttp://www.cineversity.com/vidplaytut/procedural_asset_creation_inside_cinema_4d_adapting_procedural_bottle/
http://www.cineversity.com/vidplaytut/procedural_asset_creation_inside_cinema_4d_adapting_procedural_bottle/#When:10:40:18ZIn this video we will make the Rounding Procedural, using a free plugin from the Cineversity Toolbox called CV-Chamfer, and see if the principles derived from the procedural 3 sided bottle, apply to an arbitrary number of sides. For a detailed overview of the CV-Splines to Objects plugin suite, please follow the link below.
CV-Splines to ObjectsMoGraph, General 3D, Lighting, Materials/Texturing, Modeling, Project-Based, English2018-01-03T10:40:18+00:00Procedural Asset Creation inside Cinema 4D: Adding a Bottom and Thickness to the Bottlehttp://www.cineversity.com/vidplaytut/procedural_asset_creation_inside_cinema_4d_adding_bottom_thickness_bottle/
http://www.cineversity.com/vidplaytut/procedural_asset_creation_inside_cinema_4d_adding_bottom_thickness_bottle/#When:10:35:26ZIn this video we will add a bottom and procedural thickness, using the free “Py-ParametricTools” plugin from the Maxon Labs. Please see the link below.
MAXON LabsMoGraph, General 3D, Lighting, Materials/Texturing, Modeling, Project-Based, English2018-01-03T10:35:26+00:00Procedural Asset Creation inside Cinema 4D: Connecting the Parameters using User Data and XPRESSOhttp://www.cineversity.com/vidplaytut/procedural_asset_creation_inside_cinema_4d_coneccting_parameters_xpresso/
http://www.cineversity.com/vidplaytut/procedural_asset_creation_inside_cinema_4d_coneccting_parameters_xpresso/#When:10:30:35ZIn this video we will create some User data in order to control the bottle parameters, and Connect them using XPRESSO.MoGraph, General 3D, Lighting, Materials/Texturing, Modeling, Project-Based, English2018-01-03T10:30:35+00:00Procedural Asset Creation inside Cinema 4D: Addendum - Troubleshootinghttp://www.cineversity.com/vidplaytut/procedural_asset_creation_inside_cinema_4d_addendum_troubleshooting/
http://www.cineversity.com/vidplaytut/procedural_asset_creation_inside_cinema_4d_addendum_troubleshooting/#When:10:25:44ZIn this video, I’ll show you a few ways to troubleshoot any possible issues, and point out a minor bug you may encounter, and a way to fix it.MoGraph, General 3D, Lighting, Materials/Texturing, Modeling, Project-Based, English2018-01-03T10:25:44+00:00CV-Splines: Hanging Wires, Chains, and Arches with CV-Splines 3.0http://www.cineversity.com/vidplaytut/cv-splines_hanging_wires_chains_and_arches_with_cv-splines_3.0/
http://www.cineversity.com/vidplaytut/cv-splines_hanging_wires_chains_and_arches_with_cv-splines_3.0/#When:11:00:02ZCV-Splines 3.0 introduces two new spline generator objects:
1. **CV-Catenary**: allows you to easily create hanging wires, ropes, and cables.
2. **CV-CrossStitch**: allows you to draw connecting lines between objects in a hierarchy or between MoGraph Clones and manually specified connection points.MoGraph, General 3D, Modeling, Resource, English2017-12-20T11:00:02+00:00Texture 2 or more objects with 1 material by combining UV Tags &amp; Fit Canvas to UVhttp://www.cineversity.com/vidplaytut/texture_2_or_more_objects_with_1_material_by_combining_uv_tags_fit_canvas_t/
http://www.cineversity.com/vidplaytut/texture_2_or_more_objects_with_1_material_by_combining_uv_tags_fit_canvas_t/#When:11:00:35ZLearn how to combine objects into a single UV Space, arrange UV tiles, and fit UV to Canvas. Next you’ll learn how to fit the texture in the new UV Space using “Fit Canvas to UV” before showing you how to end up with multiple objects using the same UV Tag.BodyPaint, General 3D, Texture Painting, Materials/Texturing, Reference-Based, English2017-12-18T11:00:35+00:00Loft Generator Demystified: Introduction to the Loft Generatorhttp://www.cineversity.com/vidplaytut/loft_generator_demystified_introduction_to_the_loft_generator/
http://www.cineversity.com/vidplaytut/loft_generator_demystified_introduction_to_the_loft_generator/#When:11:00:40ZIn this mini series, I’ll provide a detailed explanation of the Loft Generator. This great modelling Generator allow us to build meshes out of a series of splines by “morphing” between them and creating a skin. Mastering the Loft will give you modelling superpowers, and allow you to build procedural models that are flexible, yet easy to set up.MoGraph, General 3D, Modeling, Reference-Based, English2017-12-14T11:00:40+00:00Loft Generator Demystified: Loft Generator Parametershttp://www.cineversity.com/vidplaytut/loft_generator_demystified_loft_generator_parameters/
http://www.cineversity.com/vidplaytut/loft_generator_demystified_loft_generator_parameters/#When:10:55:42ZIn this Video, we’ll take a look at a bottle that was made using a Loft Generator and Primitive Circles as inputs, and see how the parameters, affect the Generated Mesh. While doing that, I will explain all the parameters in the simplest way possible.MoGraph, General 3D, Modeling, Reference-Based, English2017-12-14T10:55:42+00:00Loft Generator Demystified: Loft Caps Tabhttp://www.cineversity.com/vidplaytut/loft_generator_demystified_loft_caps_tab/
http://www.cineversity.com/vidplaytut/loft_generator_demystified_loft_caps_tab/#When:10:50:33ZIn this Video, we’ll take a look at the Loft Generator’s “Caps” Tab. Most of what we’ll learn can be applied to the same settings of the other three generators, Extrude, Lathe and SweepMoGraph, General 3D, Modeling, Reference-Based, English2017-12-14T10:50:33+00:00Loft Generator Demystified: Constructing Objects with the Loft Generatorhttp://www.cineversity.com/vidplaytut/loft_generator_demystified_constructing_objects_loft_generator/
http://www.cineversity.com/vidplaytut/loft_generator_demystified_constructing_objects_loft_generator/#When:10:45:49ZIn this Video, I will use the Loft Generator to construct a model of a bottle, so you can see how we structure our splines in our scene to achieve predictable results.MoGraph, General 3D, Modeling, Reference-Based, English2017-12-14T10:45:49+00:00Loft Generator Demystified: Caps without Caps, Point Order and Open Splineshttp://www.cineversity.com/vidplaytut/loft_generator_demystified_caps_without_caps_point_order_open_splines/
http://www.cineversity.com/vidplaytut/loft_generator_demystified_caps_without_caps_point_order_open_splines/#When:10:40:52ZIn this Video, I will show you a few more things relating to the Loft Generator, and specifically making Caps without… Caps, how the Point Order of the Profile Splines affect the Mesh Generation, and how the Loft handles open Splines.MoGraph, General 3D, Modeling, Reference-Based, English2017-12-14T10:40:52+00:00Remove Shading Artifacts in ProRenderhttp://www.cineversity.com/vidplaytut/remove_shading_artifacts_in_prorender/
http://www.cineversity.com/vidplaytut/remove_shading_artifacts_in_prorender/#When:10:59:59ZBy controlling phong shading angles, edge breaks, OR changing polygon count you can remove shading artifacts in your standard, physical, and ProRenders.None, General 3D, Rendering, Reference-Based, English2017-12-11T10:59:59+00:00An Artist’s Guide to All Deformers: The Bend Deformerhttp://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_bend_deformer/
http://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_bend_deformer/#When:11:00:10ZThis video shows how to apply the Bend deformer to an object or generator, and then set its Strength and Angle attributes, rotate the deformer, and change the Mode to limit the deformer’s effect.MoGraph, General 3D, Animation, Interface, Modeling, Reference-Based, English2017-12-06T11:00:10+00:00An Artist’s Guide to All Deformers: The Bulge Deformerhttp://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_bulge_deformer/
http://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_bulge_deformer/#When:10:55:15ZThis video shows how to apply the Bulge deformer to an object or generator, and then set its Strength, Curvature, and Fillet attributes, rotate, resize, and move the deformer to alter its effect.MoGraph, General 3D, Animation, Interface, Modeling, Reference-Based, English2017-12-06T10:55:15+00:00An Artist’s Guide to All Deformers: The Shear Deformerhttp://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_shear_deformer/
http://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_shear_deformer/#When:10:50:20ZThis video shows how to apply the Shear deformer to an object or generator, and then set its Strength, Angle, Curvature, and Fillet attributes, and resize and move the deformer to alter its effect.MoGraph, General 3D, Animation, Interface, Modeling, Reference-Based, English2017-12-06T10:50:20+00:00An Artist’s Guide to All Deformers: The Taper Deformerhttp://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_taper_deformer/
http://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_taper_deformer/#When:10:45:25ZThis video shows how to apply the Taper deformer to an object or generator, and then set its Strength and Curvature attributes, and rotate and move the deformer to alter its effect.MoGraph, General 3D, Animation, Interface, Modeling, Reference-Based, English2017-12-06T10:45:25+00:00An Artist’s Guide to All Deformers: The Twist Deformerhttp://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_twist_deformer/
http://www.cineversity.com/vidplaytut/an_artists_guide_to_all_deformers_the_twist_deformer/#When:10:40:29ZThis video shows how to apply the Twist deformer to an object or generator, and then set its Angle attribute, and resize and move the deformer to alter its effect.MoGraph, General 3D, Animation, Interface, Modeling, Reference-Based, English2017-12-06T10:40:29+00:00How to Easily Replace Large Number of Similar Objects with Instanceshttp://www.cineversity.com/vidplaytut/how_to_easily_replace_large_number_of_similar_objects_with_instances/
http://www.cineversity.com/vidplaytut/how_to_easily_replace_large_number_of_similar_objects_with_instances/#When:11:00:23ZThis will decrease your file size and increase speed, sometimes by a huge amount. In this particular scene, the file size has decreased from over 2.5GB to under 15MB.
I’ll also show you how to retain the hierarchy of the replaced Objects, by doing the process in two stages, and use Naming search in the Object Manager to select our objects.MoGraph, None, General 3D, Modeling, Reference-Based, English2017-12-04T11:00:23+00:00Creating, Texturing and Rendering a Wine Bottle &amp; Box: Series Introductionhttp://www.cineversity.com/vidplaytut/creating_texturing_and_rendering_a_wine_bottle_box_series_introduction/
http://www.cineversity.com/vidplaytut/creating_texturing_and_rendering_a_wine_bottle_box_series_introduction/#When:10:59:46ZIn this tutorial series we’ll be learning how to model, texture and render a wine bottle box and the packaging insert that holds the wine bottle in place. We’ll begin with a look at the reference images that will be used as guides for creating the materials in this project. Then we’ll open up the final scene from the wine bottle project in installment 1, and duplicate it’s render settings to create a fresh set for installment 2. Next we’ll organize the wine bottle scene from installment 1 into layers. This will allow us to preserve the work from the wine bottle project, and use it to speed up the creation of the box and insert all from within a single Cinema 4D scene.
After the settings and layers prep work is done, we’ll start modeling our wine box using a primitive cube as a starting point. We’ll create an instance of the wine bottle to place on it’s back and then adjust the cube’s proportions to the proper size around the instance. Then we’ll make the cube editable and customize the mesh to create a box top and bottom which we’ll texture with several materials using layered texture tags and alpha channels. Then we’ll model the cardboard insert that holds the wine bottle in place using a variety of tools including Edge to Spline and Extrude.
After the modeling is done we’ll dive deeper into layered texture tags using the “Mix Textures” option to blend material channels and their different texture projections. We’ll also explore applying roughness, reflection and bump maps to materials, all of which add complexity and realism to your 3d renders. We’ll finish the series by jumping back into the render settings, activating our high quality preset and rendering a final image.MoGraph, General 3D, Illustration, Visual Effects, Lighting, Materials/Texturing, Modeling, Rendering, Project-Based, English2017-11-29T10:59:46+00:00Creating, Texturing and Rendering a Wine Bottle &amp; Box: Gathering Reference Materialshttp://www.cineversity.com/vidplaytut/creating_texturing_and_rendering_a_wine_bottle_box_reference_materials/
http://www.cineversity.com/vidplaytut/creating_texturing_and_rendering_a_wine_bottle_box_reference_materials/#When:10:55:11ZWe’ll take a look at the final render and then I’ll show you the reference images I used to aid in it’s creation. I’ll point out some specific areas that they helped with by giving me ideas that I would not have thought of on my own, resulting in a more realistic final created in less time.MoGraph, General 3D, Illustration, Visual Effects, Lighting, Materials/Texturing, Modeling, Rendering, Project-Based, English2017-11-29T10:55:11+00:00Creating, Texturing and Rendering a Wine Bottle &amp; Box: Multiple Render Settings for the Same Scenehttp://www.cineversity.com/vidplaytut/creating_texturing_and_rendering_a_wine_bottle_box_multiple_render_settings/
http://www.cineversity.com/vidplaytut/creating_texturing_and_rendering_a_wine_bottle_box_multiple_render_settings/#When:10:50:15ZWe’ll start by renaming the render settings from the first installment of this series and then duplicating them. Next we’ll rename the copy, configure it’s settings and then make an additional “work in progress” copy of the new settings. We’ll change a few settings in the WIP settings so our images render faster and don’t save.MoGraph, General 3D, Illustration, Visual Effects, Lighting, Materials/Texturing, Modeling, Rendering, Project-Based, English2017-11-29T10:50:15+00:00Creating, Texturing and Rendering a Wine Bottle &amp; Box: Using Layers for Organizationhttp://www.cineversity.com/vidplaytut/creating_texturing_and_rendering_a_wine_bottle_box_layer_organization/
http://www.cineversity.com/vidplaytut/creating_texturing_and_rendering_a_wine_bottle_box_layer_organization/#When:10:45:20ZWe’ll be creating a layer for the 1 page magazine layout setup, renaming our render camera and assigning all of our scene’s objects to this layer. Then we’ll create another layer for the 2 page magazine spread setup to prepare for the work we are going to do in this installment.MoGraph, General 3D, Illustration, Visual Effects, Lighting, Materials/Texturing, Modeling, Rendering, Project-Based, English2017-11-29T10:45:20+00:00Creating, Texturing and Rendering a Wine Bottle &amp; Box: Mocking Up a Box with Primitives &amp; Instanceshttp://www.cineversity.com/vidplaytut/creating_texturing_and_rendering_a_wine_bottle_box_primitives_instances/
http://www.cineversity.com/vidplaytut/creating_texturing_and_rendering_a_wine_bottle_box_primitives_instances/#When:10:40:25ZTo begin, we’ll reorganize the wine bottle geometry hierarchy, then create an instance of the group and move it to the 2 page layer we created in the last video. Then we’ll hide the 1 page layer and build the bottom of the wine box using a primitive cube as a starting point, adding a bevel deformer to round off the sharp corners. Next we’ll make a copy for the top of the box, flip it over and adjust its vertices with the move tool to make it fit nicely over the box bottom. We’ll finish by grouping the top and bottom together and assigning the group and it’s children to the 2 page layer.MoGraph, General 3D, Illustration, Visual Effects, Lighting, Materials/Texturing, Modeling, Rendering, Project-Based, English2017-11-29T10:40:25+00:00Creating, Texturing and Rendering a Wine Bottle &amp; Box: Layering Texture Tagshttp://www.cineversity.com/vidplaytut/creating_texturing_and_rendering_a_wine_bottle_box_layering_texture_tags/
http://www.cineversity.com/vidplaytut/creating_texturing_and_rendering_a_wine_bottle_box_layering_texture_tags/#When:10:35:29ZWe’ll begin by creating two PBR materials to use for the wine box. Next we’ll layer the texture tags on the box top and use a flat projection to place the logo wordmark material. Then we’ll use an alpha channel gradient in the logo material to reveal the cardboard material under it. After that we’ll reveal the 1 page layer in the object manager and duplicate the floor and light planes. We’ll rename the duplicates and assign them to the two page layer for use in this installment. We’ll hide the 1 page layer once again and quickly set up our 2 page composition by tweaking the floor and light planes. We’ll finish the video with the creation of the 2 page camera.MoGraph, General 3D, Illustration, Visual Effects, Lighting, Materials/Texturing, Modeling, Rendering, Project-Based, English2017-11-29T10:35:29+00:00Creating, Texturing and Rendering a Wine Bottle &amp; Box: Use Edge to Spline to Create a Packagehttp://www.cineversity.com/vidplaytut/creating_texturing_and_rendering_a_wine_bottle_box_edge_to_spline/
http://www.cineversity.com/vidplaytut/creating_texturing_and_rendering_a_wine_bottle_box_edge_to_spline/#When:10:30:34ZTo create the wine package’s cardboard insert we’ll start with the current state to object command giving us an editable copy of the wine bottle instance. Then we activate viewport solo on the new copy to isolate it in the viewport, and use a loop selection in edge mode to select the wine bottle profile. Next the edge to spline tool is used to create a copy of the profile. The editable wine bottle copy is no longer needed after that so it’s deleted. After that the create outline tool is used on the spline to introduce a gap between the wine bottle and the spline. A rectangle spline primitive is then made to define the outside edge of the insert. After lining these two splines up on the same world Y coordinates, the connect and delete tool is used to merge them into one spline which will then be extruded to make our insert.MoGraph, General 3D, Illustration, Visual Effects, Lighting, Materials/Texturing, Modeling, Rendering, Project-Based, English2017-11-29T10:30:34+00:00Creating, Texturing and Rendering a Wine Bottle &amp; Box: Adding Ribbing to the Box with a Gradienthttp://www.cineversity.com/vidplaytut/creating_texturing_and_rendering_a_wine_bottle_box_ribbing/
http://www.cineversity.com/vidplaytut/creating_texturing_and_rendering_a_wine_bottle_box_ribbing/#When:10:24:39ZWe’ll begin by making a close up camera to view the cardboard texture in detail. We’ll then create a new “ribbing” material and use a tiled gradient in it’s color channel to line up a rib pattern on the box. Next we’ll cut and paste that gradient into the bump channel and then deactivate the color channel leaving only the bump channel active. Then we’ll fine tune the original cardboard material and add a roughness map to it’s reflection layer. We’ll finish up by placing the ribbing texture tag above the cardboard texture tag and below the box stripe texture tag. The we’ll enable the ribbing texture tag’s “mix textures” option to allow the ribbing material’s bump channel to be mixed with the cardboard material’s bump channel.MoGraph, General 3D, Illustration, Visual Effects, Lighting, Materials/Texturing, Modeling, Rendering, Project-Based, English2017-11-29T10:24:39+00:00Creating, Texturing and Rendering a Wine Bottle &amp; Box: Using a Logo for a Roughness Maphttp://www.cineversity.com/vidplaytut/creating_texturing_and_rendering_a_wine_bottle_box_logo_roughness_map/
http://www.cineversity.com/vidplaytut/creating_texturing_and_rendering_a_wine_bottle_box_logo_roughness_map/#When:10:20:44ZWe’ll use the raccoon logo in the cardboard insert material’s reflection roughness texture slot to mix shiny reflections with dull reflections. This will reveal the brand using an interesting mix of reflections over the same orange color. Then we’ll add texture detail to the wood using a few grayscale variations of the wood texture in the reflection strength and bump slots. This installment of the series will then end in this video when we open the render settings and enable our high quality 2 page preset for the final render.MoGraph, General 3D, Illustration, Visual Effects, Lighting, Materials/Texturing, Modeling, Rendering, Project-Based, English2017-11-29T10:20:44+00:00Smoothly Deform Splines in Cinema 4D to Create Audio Waveform Visualizationshttp://www.cineversity.com/vidplaytut/smoothly_deform_splines_in_cinema_4d_to_create_audio_waveform_visualization/
http://www.cineversity.com/vidplaytut/smoothly_deform_splines_in_cinema_4d_to_create_audio_waveform_visualization/#When:11:00:10ZIn this quicktip, you’ll learn how to add smooth deformations to a spline using the C4D MoSpline object. When you add deformation to a spline in Cinema 4D, the result is typically jagged because the deformation is applied to all of the spline’s intermediate points. Using a MoSpline object, you can deform the spline and then apply Cubic, Akima or B-Spline interpolation between the deformed points. You’ll see how this works both with a Displace Deformer and with the Cinema 4D R19 MoGraph Sound Effector.MoGraph, General 3D, Motion Graphics, Animation, Project-Based, English2017-11-27T11:00:10+00:00Axis Centerhttp://www.cineversity.com/vidplaytut/axis_center/
http://www.cineversity.com/vidplaytut/axis_center/#When:11:00:17ZIn this Cineversity 1-on-1 quicktip, we’ll show you how to use the Axis Center Command to help keep navigation predictable, animate more easily, and clone with more control.MoGraph, General 3D, Interface, Reference-Based, English2017-11-20T11:00:17+00:00Logo Reveal - Character Animation Using MoGraph: Introductionhttp://www.cineversity.com/vidplaytut/logo_reveal_-_character_animation_using_mograph_introduction/
http://www.cineversity.com/vidplaytut/logo_reveal_-_character_animation_using_mograph_introduction/#When:10:59:59ZIn this tutorial, I will show you how to create a Carrot Bouncing animation using a combination of MoGraph and a handful of Cinema 4D techniques, in order to achieve an organic, logo reveal.
In case you’re not familiar with some of the techniques we will use, please watch the following Cineversity Videos.
Here are the fundamental techniques we will use across this series:
a. MoGraph Cloner Blending Mode, and How to Use Effectors to blend between Cloned Objects.
Use Cloner Blend Mode to Create Intermediate Clones Between Two Objects
Use MoGraph Effectors to Control Cloner Blend Mode
Generating Number Sequences Using MoGraph
b. Squash and Stretch Deformer
Squash and Stretch Deformer, Release 10.5
What is Squash and Stretch?
c. Using Weight Transform to Randomize a MoGraph Animation
Using Weight Transform to Randomize a MoGraph AnimationMoGraph, Motion Graphics, Animation, Rigging, Project-Based, English2017-11-15T10:59:59+00:00Logo Reveal - Character Animation Using MoGraph: Setting Up the Procedural Carrot Squash and Stretchhttp://www.cineversity.com/vidplaytut/logo_reveal_-_character_animation_using_mograph_procedural_carrot_squash/
http://www.cineversity.com/vidplaytut/logo_reveal_-_character_animation_using_mograph_procedural_carrot_squash/#When:10:55:06ZIn this Video we will set up the Carrot Squash and stretch base animation using MoGraph and Clone Blending. The initial Squash and stretch will be generated by a Deformer, and the Blending with a Plain Effector, Using a Linear Falloff.
You can find all tutorial project files attached to this tutorial.MoGraph, Motion Graphics, Animation, Rigging, Project-Based, English2017-11-15T10:55:06+00:00Logo Reveal - Character Animation Using MoGraph: Using an Instance to Reference the 3D modelhttp://www.cineversity.com/vidplaytut/logo_reveal_-_character_animation_using_mograph_instance_3d_model/
http://www.cineversity.com/vidplaytut/logo_reveal_-_character_animation_using_mograph_instance_3d_model/#When:10:50:10ZIn this Video we will add an “instance” Object as the clone, so that we can easily change our main carrot model if we choose to do so.MoGraph, Motion Graphics, Animation, Rigging, Project-Based, English2017-11-15T10:50:10+00:00Logo Reveal - Character Animation Using MoGraph: Adding Jumping and Randomnesshttp://www.cineversity.com/vidplaytut/logo_reveal_-_character_animation_using_mograph_instance_jumping_randomness/
http://www.cineversity.com/vidplaytut/logo_reveal_-_character_animation_using_mograph_instance_jumping_randomness/#When:10:45:15ZIn this Video we will tweak the Squash and Stretch animation, and add the Jumping alongside some randomness. The Animation Timing is going to be controlled by 2 keyframes and a Falloff Spline.MoGraph, Motion Graphics, Animation, Rigging, Project-Based, English2017-11-15T10:45:15+00:00Logo Reveal - Character Animation Using MoGraph: Making the Carrots Disappear into the Groundhttp://www.cineversity.com/vidplaytut/logo_reveal_-_character_animation_using_mograph_carrots_disappear/
http://www.cineversity.com/vidplaytut/logo_reveal_-_character_animation_using_mograph_carrots_disappear/#When:10:40:19ZIn this Video we will make the carrots disappear into the ground to reveal the Cineversity logo, using a Shader Effector with a bitmap logo. I will also explain the significance of the Cloner’s UV coordinate system and how it correlates to the Shader Effector.MoGraph, Motion Graphics, Animation, Rigging, Project-Based, English2017-11-15T10:40:19+00:00Logo Reveal - Character Animation Using MoGraph: Adding Procedural Ground Indentshttp://www.cineversity.com/vidplaytut/logo_reveal_-_character_animation_using_mograph_procedural_ground_indents/
http://www.cineversity.com/vidplaytut/logo_reveal_-_character_animation_using_mograph_procedural_ground_indents/#When:10:35:24ZIn this Video we will use a combination of XPRESSO and a Displace Deformer, alongside the Proximal Shader to create procedural indents in the ground, that align to our Carrot positions. To control the overall shape of the holes, we will use a filter shader to remap the Proximal’s output to the desired shape.MoGraph, Motion Graphics, Animation, Rigging, Project-Based, English2017-11-15T10:35:24+00:00Logo Reveal - Character Animation Using MoGraph: Epilogue - Adding Details &amp; Caching the Animationhttp://www.cineversity.com/vidplaytut/logo_reveal_-_character_animation_using_mograph_details_caching_animation/
http://www.cineversity.com/vidplaytut/logo_reveal_-_character_animation_using_mograph_details_caching_animation/#When:10:30:28ZIn this Video we will add a bit more noise detail to the Ground and holes, and then Cache the Animation for slightly better performance.MoGraph, Motion Graphics, Animation, Rigging, Project-Based, English2017-11-15T10:30:28+00:00Using Weight Transform to Randomize a MoGraph Animationhttp://www.cineversity.com/vidplaytut/using_weight_transform_to_randomize_a_mograph_animation/
http://www.cineversity.com/vidplaytut/using_weight_transform_to_randomize_a_mograph_animation/#When:11:00:52ZIn this video, I will show you how to randomize any animation you have created inside MoGraph, by randomizing the weights of the clones. The technique is called &quot;Weight Transform&quot; and allows us to add randomness of any degree to a normal MoGraph animation, by changing the weight values of the clones using a Random effector.
The four rules of Weight Transform are:
1. The Weighting Effector needs to be above all others in the Effector List
2. The &quot;Weight Transform&quot; of the Weighting Effector needs to be set to 100%
3. The Affected Effectors need to have their Weight Value set to 0% in the Falloff Tab
4. The Weighting Effector (Random) Minimum Value (Effector Tab) should be set to 0%MoGraph, General 3D, Motion Graphics, Animation, Project-Based, English2017-11-13T11:00:52+00:00Add Fingerprints to Glass in ProRenderhttp://www.cineversity.com/vidplaytut/add_fingerprints_to_glass_in_prorender/
http://www.cineversity.com/vidplaytut/add_fingerprints_to_glass_in_prorender/#When:11:00:34Zlearn how to add fingerprints to the front of your glass materials in ProRender by creating a special fingerprint material to stack ontop of the base glass, just like a fingerprint on glass in real life!
To learn how i created the selection tag for my generator check out this MAXON Youtube quick tip: How to apply materials to parts of primitivesNone, General 3D, Visual Effects, Materials/Texturing, Rendering, Reference-Based, English2017-11-06T11:00:34+00:00Architectural Visualization with C4D and Octane: Series Introductionhttp://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_series_introduction/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_series_introduction/#When:11:00:25ZIn this series, take an in-depth look on how to use Octane Renderer with Cinema 4D.Octane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T11:00:25+00:00Architectural Visualization with C4D and Octane: Using Substance Pluginhttp://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_using_substance_plugin/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_using_substance_plugin/#When:10:55:29ZIn this video we will explore the Substance Asset Manager and Pipeline tools to effectively utilize these features. Octane will bake this process in the background. It is important to understand that the global parameters, in Octane Render, equate to your desired texture output size.
Note: Due to the file-size of the project files. It has been split up for easier downloading.
Project File without tex can be found attached to this tutorial.
Tex, Part 1 can be found here: Creating Dielectric Materials
Tex, Part 2 can be found here: Creating Conductors In Octane and C4DOctane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T10:55:29+00:00Architectural Visualization with C4D and Octane: Creating Dielectric Materialshttp://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_creating_dielectric_mats/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_creating_dielectric_mats/#When:10:50:40ZThis video explains proper creation and ideas behind physically based dielectric materials.
Note: Due to the file-size of the project files. It has been split up for easier downloading.
Project File without tex can be found here: Using Substance Plugin
Tex, Part 1 can be found attached to this tutorial.
Tex, Part 2 can be found here: Creating Conductors In Octane and C4DOctane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T10:50:40+00:00Architectural Visualization with C4D and Octane: Creating Conductors In Octane and C4Dhttp://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_creating_conductors/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_creating_conductors/#When:10:45:00ZThis video explains proper creation and ideas behind physically based conductive materials.
Note: Due to the file-size of the project files. It has been split up for easier downloading.
Project File without tex can be found here: Using Substance Plugin
Tex, Part 1 can be found here: Creating Dielectric Materials
Tex, Part 2 can be found attached to this tutorial.Octane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T10:45:00+00:00Architectural Visualization with C4D and Octane: Creating the Hardwood Floor Shaderhttp://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_creating_hardwood_floor/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_creating_hardwood_floor/#When:10:40:37ZThis video shows how to create a convincing hardwood floor shader in Octane Render and Cinema 4D.Octane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T10:40:37+00:00Architectural Visualization with C4D and Octane: Creating the Wall Shaderhttp://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_creating_wall_shader/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_creating_wall_shader/#When:10:34:42ZThis video will show you how to create a convincing wall shader. The key components are gradation, tone, and roughness maps to add visual interest to a seemingly simple material.Octane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T10:34:42+00:00Architectural Visualization with C4D and Octane: Shading the Fireplacehttp://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_shading_fireplace/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_shading_fireplace/#When:10:30:46ZIn this video, we will demonstrate a custom Substance asset. From here, we will tweak those parameters in pseudo-real time using Octane Render to create the desired look for our fireplace.Octane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T10:30:46+00:00Architectural Visualization with C4D and Octane: Creating Fur Rug Shaderhttp://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_creating_fur_rug_shader/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_creating_fur_rug_shader/#When:10:25:50ZIn this video, we will use the Octane displacement shader to create a fur look to our rug. We will also increase the roughness to create the illusion of micro surface detail to simulate the look of fur.Octane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T10:25:50+00:00Architectural Visualization with C4D and Octane: Shading the Lamp, Part 1http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_lamp_01/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_lamp_01/#When:10:20:54ZIn part 1, we will begin shading the lamp shade. We will also talk about semi-translucent materials and how to create a convincing shader.Octane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T10:20:54+00:00Architectural Visualization with C4D and Octane: Shading the Lamp, Part 2http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_lamp_02/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_lamp_02/#When:10:14:59ZIn part 2, we will begin to talk about fully translucent shaders using the specular model inside of Octane Render.Octane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T10:14:59+00:00Architectural Visualization with C4D and Octane: Shading the Orange Juicehttp://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_orange_juice/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_orange_juice/#When:10:10:03ZIn this video, we will use the orange juice as an example of a material that is semi-translucent but also has a scattering quality to the shader.Octane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T10:10:03+00:00Architectural Visualization with C4D and Octane: Shading the Candleshttp://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_candles/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_candles/#When:10:05:07ZWe will use the candle as an example to create a material that is dense to illustrate the scattering medium shader in Octane Render.Octane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T10:05:07+00:00Architectural Visualization with C4D and Octane: Shading Miscellaneous Objectshttp://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_misc_objects/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_misc_objects/#When:10:00:13ZIn this video, we will take a look at all of the miscellaneous objects that have been placed around the interior to create a believable rendering.Octane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T10:00:13+00:00Architectural Visualization with C4D and Octane: Lighting the Sunny Afternoon Lookhttp://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_sunny_afternoon_look/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_sunny_afternoon_look/#When:09:55:19ZIn this video, we will begin to light our scene using a variety of techniques to create a sunny afternoon lighting scenario.Octane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T09:55:19+00:00Architectural Visualization with C4D and Octane: Golden Hour Lightinghttp://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_golden_hour_lighting/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_golden_hour_lighting/#When:09:49:33ZIn this video, we will begin to setup another lighting scenario that mimics a golden hour time of day.Octane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T09:49:33+00:00Architectural Visualization with C4D and Octane: Night Time Lightinghttp://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_night_time_lighting/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_night_time_lighting/#When:09:45:27ZIn this video, we will take a look at the differences between a night time HDRI and a texture environment inside of Octane Render, to create the proper night time exposure for our sceneOctane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T09:45:27+00:00Architectural Visualization with C4D and Octane: Octane Render Settings and Render Passeshttp://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_render_settings_passes/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_render_settings_passes/#When:09:40:31ZIn this video, we will take an in-depth look at creating Octane Render passes, so that we can accurately combine them inside of Blackmagic Design Fusion. We will also finalize render settings so that our render is noise free.Octane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T09:40:31+00:00Architectural Visualization with C4D and Octane: Compositing in Blackmagic Design Fusion, Part 1http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_blackmagic_design_fusion_01/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_blackmagic_design_fusion_01/#When:09:35:36ZIn this video we will take a look at using Blackmagic Design Fusion for compositing our render passes from Octane Render. We will learn the basic fundamentals of navigating in the software. We will also build out our beauty pass by utilizing the merge node to combine render passes.Octane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T09:35:36+00:00Architectural Visualization with C4D and Octane: Compositing in Blackmagic Design Fusion, Part 2http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_blackmagic_design_fusion_02/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_blackmagic_design_fusion_02/#When:09:30:44ZThis video will go more in-depth about Blackmagic Design Fusion. Here we will learn about basic nodes to tweak our image to create a final look and feel for final presentation.Octane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T09:30:44+00:00Architectural Visualization with C4D and Octane: Wrapping Things Uphttp://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_wrapping_things_up/
http://www.cineversity.com/vidplaytut/architectural_visualization_with_c4d_and_octane_wrapping_things_up/#When:09:25:48ZIn this video we will discuss the basic render buffer types and take a quick look at Fusion tips and tricks before ending the course.Octane, Architecture, Integration, Lighting, Materials/Texturing, Project-Based, English2017-11-01T09:25:48+00:00Cinema 4D R19 Motion Tracking Enhancementshttp://www.cineversity.com/vidplaytut/cinema_4d_r19_motion_tracking_enhancements/
http://www.cineversity.com/vidplaytut/cinema_4d_r19_motion_tracking_enhancements/#When:11:00:42ZIn Cinema 4D Release 19, the Manual tracking has received a couple of enhancements. The first is the ability for a Manual tracker to see individual colors, rather than only the luminance of the Tracked footage, and enhance the contrast for a specific feature. This eliminates a lack of tracking accuracy with features that have different colors, but similar Luminance.
The second enhancement is the addition of a Circle as an alternative Manual Tracker Shape, alongside the existing Square. This is a User Interface enhancement that allows for better precision when placing Manual trackers on Spherical Features.None, General 3D, Visual Effects, Animation, Interface, Reference-Based, English2017-10-30T11:00:42+00:00CV-Convert to PBR Material: Convert Color and Specular to Diffuse and Reflectionhttp://www.cineversity.com/vidplaytut/cv-convert_to_pbr_material_convert_color_and_specular_to_diffuse/
http://www.cineversity.com/vidplaytut/cv-convert_to_pbr_material_convert_color_and_specular_to_diffuse/#When:11:00:07ZA Cinema 4D Script for easily converting materials to a reflectance-based workflow.
Converts selected color + spec materials to the “New PBR Material” template.
Useful for updating imported materials (via FBX, OBJ, etc) to something that is more Cinema 4D R19 friendly.
Limited support for updating “Reflection (Legacy)” single reflectance layers to PBR.
Known Limitations
No support for Animated parameters.
Specular -> Reflectance and back again is lossy.
Fresnel won’t match source if you’re using a Fresnel shader
​None, General 3D, Materials/Texturing, Resource, English2017-10-25T11:00:07+00:00CV-Convert to PBR Material: Download and Installhttp://www.cineversity.com/vidplaytut/cv-convert_to_pbr_material_install/
http://www.cineversity.com/vidplaytut/cv-convert_to_pbr_material_install/#When:10:55:19ZLearn how to download and install CV-Convert to PBR Material using CV-Toolbox.
If you don’t already have CV-Toolbox installed, please watch this video for instructions: CV Toolbox Download &amp; Install
To Install CV-Convert to PBR Material Manually:
You will need to download the .zip folder from Cineversity by clicking the “Files” button above. You will then need to extract the plugin before placing it in your plugins folder.
When you’re inside Cinema 4D, Go to Edit > Preferences > Open Preferences Folder. This will take you to your Cinema 4D Preference folder.
Navigate to the Plugins folder and put the CV-Convert to PBR Material Plugin in this folder.
If you already have C4D open, you will have to restart the program before you will see the plugin appear.None, General 3D, Animation, Resource, English2017-10-25T10:55:19+00:003 Step Strategy to Remove or Reduce Texture Animation Jaggieshttp://www.cineversity.com/vidplaytut/3_step_strategy_to_remove_or_reduce_texture_animation_jaggies/
http://www.cineversity.com/vidplaytut/3_step_strategy_to_remove_or_reduce_texture_animation_jaggies/#When:11:00:14ZUsing downloaded bitmaps as textures is a really great and fast way to add time consuming and difficult to paint detail to our materials, but as soon as we start animating the details of the texture may begin to flicker, jitter, buzz…this quicktip will show you one order of 3 different operations which will help you to kill buzzing textures.None, General 3D, Materials/Texturing, Rendering, Reference-Based, English2017-10-23T11:00:14+00:00Breaking Glass: Introductionhttp://www.cineversity.com/vidplaytut/breaking_glass_introduction/
http://www.cineversity.com/vidplaytut/breaking_glass_introduction/#When:11:00:24ZWe will start from the easy process of Extruding Text and Fracturing it using a Voronoi Fracture Object. We will then create a Glass Material and light it with a High Dynamic Range image from the Content Browser. We will finish the series with detail the glass fragments, make the fragments adhere to each other, add fake and Fast Dispersion and finally Reveal the fractures in a controllable way.MoGraph, General 3D, Motion Graphics, Animation, Modeling, Project-Based, English2017-10-18T11:00:24+00:00Breaking Glass: Modeling and Fracturing Glass Texthttp://www.cineversity.com/vidplaytut/breaking_glass_modeling_fracturing_glass_text/
http://www.cineversity.com/vidplaytut/breaking_glass_modeling_fracturing_glass_text/#When:10:55:30ZUsing a Text Spline and an Extrude Generator, we will create a solid text object and then Fracture it with a Voronoi Fracture Generator. Furthermore, we will use Subdivided mode on our Text Spline in order to create evenly spaced geometry, and although not essential, it does help with Voronoi Fracture Detailing, as we will see in a later video.MoGraph, General 3D, Motion Graphics, Animation, Modeling, Project-Based, English2017-10-18T10:55:30+00:00Breaking Glass: Adding Dynamics to the Fractured Texthttp://www.cineversity.com/vidplaytut/breaking_glass_adding_dynamics_to_fractured_text/
http://www.cineversity.com/vidplaytut/breaking_glass_adding_dynamics_to_fractured_text/#When:10:50:41ZLearn how to add dynamics to the Fractured Text Object, and use Particle Forces to create an explosive simulation. Also, learn how to control the Forces and keep the fragments from “misbehaving”.MoGraph, General 3D, Motion Graphics, Animation, Modeling, Project-Based, English2017-10-18T10:50:41+00:00Breaking Glass: Tweaking the Dynamics and Adding Realistic Detailhttp://www.cineversity.com/vidplaytut/breaking_glass_tweaking_dynamics_adding_realistic_detail/
http://www.cineversity.com/vidplaytut/breaking_glass_tweaking_dynamics_adding_realistic_detail/#When:10:45:38ZIn this video, you will learn how to add more localized fragments to the Broken Text; use Connectors to make the simulation more realistic and finally why you should always Cache your simulations BUT don’t forget to clear the caches after applying changes to the simulation parameters.MoGraph, General 3D, Motion Graphics, Animation, Modeling, Project-Based, English2017-10-18T10:45:38+00:00Breaking Glass: Making Glass Texture for Fractured Texthttp://www.cineversity.com/vidplaytut/breaking_glass_making_glasS_texture_for_fractured_text/
http://www.cineversity.com/vidplaytut/breaking_glass_making_glasS_texture_for_fractured_text/#When:10:40:25ZIt’s time to add colours and textures. Let’s make Glass look “glassy”, put it inside a stylized environment, and light it just by using a single HDR image from the Content Browser.MoGraph, General 3D, Motion Graphics, Animation, Modeling, Project-Based, English2017-10-18T10:40:25+00:00Breaking Glass: Adding Details to Fractured Glasshttp://www.cineversity.com/vidplaytut/breaking_glass_adding_details_to_fractured_glass/
http://www.cineversity.com/vidplaytut/breaking_glass_adding_details_to_fractured_glass/#When:10:35:35ZLet’s add some detail to the glass geometry, using the new “Detailing” functionality of the Voronoi Fracture Object in Cinema 4D Release 19. Also, I will show you a personal technique, that allows you to create faux Dispersion on parts of your glass model.MoGraph, General 3D, Motion Graphics, Animation, Modeling, Project-Based, English2017-10-18T10:35:35+00:00Breaking Glass: Controlling and Animating the Crack Growthhttp://www.cineversity.com/vidplaytut/breaking_glass_controlling_and_animating_the_crack_growth/
http://www.cineversity.com/vidplaytut/breaking_glass_controlling_and_animating_the_crack_growth/#When:10:30:43ZUsing a 3D Gradient Shader, a Null and a teeny weeny bit of XPRESSO, we can control the Glass Cracking Growth, and animate it using just a few keyframes.MoGraph, General 3D, Motion Graphics, Animation, Modeling, Project-Based, English2017-10-18T10:30:43+00:00MIP/SAT Scalehttp://www.cineversity.com/vidplaytut/mip_sat_scale/
http://www.cineversity.com/vidplaytut/mip_sat_scale/#When:11:00:32ZYou’ve seen it so many times now that you don’t even think about it but what is MIP scale?
In this quicktip I’m going to show you what MIP Scale does.
MIP stands for multi in parvo which basically means that there are a lot of texture pixels in one small area of the render.
MIP Scale is applied globally to all default textures but can be fine tuned in the basic properties of the texture in any material channel.
Simply put the purpose of a filter is to blur a texture as it moves away from the camera in order to avoid flickering jittery pixels and moire patterns when rendered. This MIP blurred texture is then calculated by AA to further smooth the texture/color values.
The default MIP scale value is 50% and that means that basically there’s half MIP strength applied to all loaded textures.
If we increase the MIP scale then the texture will become more blurred and if we use negative values the texture will become more sharp but this will create more artifacts when rendered.
Basically, A positive value increases the blur; a negative value weakens it. A strong value blurs detail but helps prevent flickering during animation. A weaker value brings out more detail but, increases the risk of flickering.
0% means there is NO MIP blur applied.
MIP Scale also affects the SAT filter which is similar to MIP except that it is a higher quality texture filter and also takes a little longer to render.
I hope this has shed some light on MIP Blur Scale and now all you need to do now is experiment with this in your animations to find what works in helping you avoid flickering jittery textures.BodyPaint, General 3D, Materials/Texturing, Rendering, Reference-Based, English2017-10-16T11:00:32+00:003D Extruded Title Design with After Effects: Series Overviewhttp://www.cineversity.com/vidplaytut/3d_extruded_title_design_with_after_effects_series_overview/
http://www.cineversity.com/vidplaytut/3d_extruded_title_design_with_after_effects_series_overview/#When:11:00:22ZIn the following videos, you’ll follow along and create and design 3D extruded text inside of After Effects using the C4D renderer.&nbsp; After watching these videos, you’ll feel comfortable working with the C4D renderer to extrude, light and animate your text. We’ll start by enabling the C4D renderer to gain access to geometry options, color it and add reflections, and finally animate it to add life to our composition. If you’re curious to see how C4Ds renderer is integrated directly inside of After Effects then this series is for you!C4D Lite, General 3D, Motion Graphics, Animation, Interface, Project-Based, English2017-10-11T11:00:22+00:00